1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
|
<!--
Copyright 2009, Google Inc.
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are
met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the following disclaimer
in the documentation and/or other materials provided with the
distribution.
* Neither the name of Google Inc. nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-->
<!--
-->
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"
"http://www.w3.org/TR/html4/loose.dtd">
<html>
<head>
<meta http-equiv="content-type" content="text/html; charset=UTF-8">
<title>
Water Demo
</title>
<style type="text/css">
html, body {
height: 100%;
margin: 0;
padding: 0;
border: none;
}
</style>
<script type="text/javascript" src="../o3djs/base.js"></script>
<script type="text/javascript" src="waterdemo.js"></script>
<script type="text/javascript" src="uicomponents.js"></script>
<script type="text/javascript" src="cameracontrol.js"></script>
</head>
<body>
<!-- Start of o3d plugin -->
<div id="o3d" style="width: 100%; height: 100%;"></div>
<!-- End of o3d plugin -->
<!-- Don't render the textarea -->
<div style="display:none">
<!-- *********************************************************************
Shader for the sky dome
********************************************************************* -->
<textarea id="dome" name="dome" cols="80" rows="20">
// Constant float4x4 matrices
float4x4 WVP : WORLDVIEWPROJECTION;
float4x4 world : WORLD;
// Positions of the light and camera
float3 lightDirection;
float3 cameraEye;
// Samplers for textures
sampler2D DiffuseSampler;
sampler2D HorizonRamp;
sampler2D SunRamp;
// Input to our vertex shader
struct a2v {
float3 pos : POSITION;
float4 col : COLOR;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
// Input to our pixel shader and output of our vertex shader
struct v2f {
float4 pos : POSITION;
float3 worldPos : TEXCOORD0;
float3 eye : TEXCOORD1;
};
v2f vsMain(a2v IN) {
v2f OUT;
float4 objectPos = float4(IN.pos, 1);
OUT.pos = mul(objectPos, WVP);
OUT.worldPos = mul(objectPos,world).xyz;
OUT.eye = OUT.worldPos - cameraEye;
return OUT;
}
float4 psMain(v2f IN): COLOR {
// TODO: lightDirection is a constant--no need to normalize each vert
float3 L = normalize(lightDirection);
float LdotEye=dot(L, normalize(IN.eye));
float4 sun = tex2D(SunRamp, float2((1-LdotEye)*40, (1-LdotEye)*40));
float4 horizon = tex2D(HorizonRamp, IN.worldPos.yy/80);
return sun.w*sun*.7+(1-sun.w*.7)*horizon;
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
<!-- *********************************************************************
Shader for the water
Based on Tessendorf's "Simulating Ocean Water" paper
********************************************************************* -->
<textarea id="water" name="water" cols="80" rows="20">
float4x4 WVP : WorldViewProjection;
float4x4 worldInverseTranspose : WORLDINVERSETRANSPOSE;
float4x4 world : WORLD;
// Positions of the light and camera
float3 lightDirection;
float3 cameraEye;
// Time from the javascript program
float inputTime;
float reflectivity;
float3 swizzle1;
// Textures
sampler2D HeightSampler;
sampler2D Reflectivity;
sampler2D ReflectionSampler;
sampler2D HorizonRamp;
sampler2D SunRamp;
sampler2D RockTexture;
struct a2v{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
struct v2f{
float4 pos : POSITION;
float2 texcoord0 : TEXCOORD0;
float3 lightVec : TEXCOORD1;
float4 diffuse : TEXCOORD2;
float3 eyeVec : TEXCOORD3;
float3 normal : TEXCOORD4;
float3 worldPos : TEXCOORD5;
float2 worldTexCoord : TEXCOORD6;
};
float displacement(float2 vec,float time) {
// These values could be passed in
float frequency = 15;
float scaleFactor = .075;
float displacement=0;
displacement+=scaleFactor*sin((vec.x*-.4+vec.y*-.9)*frequency+time);
displacement+=scaleFactor*.5*sin((vec.x*.1+vec.y*-.9)*frequency*3+time);
displacement+=scaleFactor*.25*sin((vec.x*-.2+vec.y*-.8)*frequency*9+time);
return displacement;
}
v2f vsMain (a2v IN){
v2f OUT;
float4 PosWorld = mul(float4(IN.Position, 1.0),world);
float displacementC = displacement(PosWorld.xz/10, inputTime);
float4 newPosition = float4(IN.Position,1) + displacementC*float4(0,1,0,0);
OUT.normal = mul(float4(IN.Normal,1),worldInverseTranspose).xyz;
OUT.pos = mul(newPosition, WVP);
OUT.worldPos = PosWorld.xyz;
OUT.diffuse = float4(displacementC,displacementC,displacementC,1);
// TODO: lightDirection is a constant--no need to normalize each vert
OUT.lightVec = normalize(lightDirection);
OUT.eyeVec = normalize(PosWorld.xyz - cameraEye);
OUT.worldTexCoord = PosWorld.xz/40;
OUT.texcoord0 = IN.texcoord0;
return OUT;
}
float4 psMain (v2f IN) : COLOR{
// Use central differencing to get the normal from the bump maps
// The swizzle says which channel we're using
float r = dot(tex2D(HeightSampler, IN.worldTexCoord.xy+float2(.005,0)).xyz,
swizzle1);
float l = dot(tex2D(HeightSampler, IN.worldTexCoord.xy+float2(-.005,0)).xyz,
swizzle1);
float b = dot(tex2D(HeightSampler, IN.worldTexCoord.xy+float2(0,.005)).xyz,
swizzle1);
float f = dot(tex2D(HeightSampler, IN.worldTexCoord.xy+float2(0,-.005)).xyz,
swizzle1);
float norm = .01*40;
float3 bump = float3((r-l)/norm, 1, (b-f)/norm);
float3 n = normalize(bump + IN.normal);
// Precalculate the calculation of reflectivity basead on costhetai
// and store as a texture for lookup
float costhetai = abs(dot(IN.eyeVec, n));
float reflectivity = tex2D(Reflectivity, float2(costhetai,0)).x;
float3 reflectV = normalize(reflect(IN.eyeVec, n));
float3 dPE = IN.worldPos-IN.eyeVec;
float dist = length(dPE) * .61;
dist = exp(-dist);
float3 L = normalize(IN.lightVec);
float LdotReflectV = dot(L, reflectV);
// Calculate the sun ramp for its reflection on the water
float4 sun = tex2D(SunRamp, float2((1-LdotReflectV)*40,0));
sun.xyz = sun.w*sun.xyz;
float4 horizon = tex2D(HorizonRamp, reflectV.yy*2);
// Add in the refelction of the rock
float2 vPos = float2((IN.texcoord0.x-.7668)*11.7,
((1-IN.texcoord0.y)-.888)*11);
vPos += bump.xz/7;
float4 islandReflection = tex2D(ReflectionSampler, vPos);
reflectivity = reflectivity*(1-islandReflection.w*
(.75-.75*islandReflection.x));
// Get the reflection of the environment (sun, sky)
float4 environmentColor = sun*.7+(1-sun.w*.7)*horizon;
// The color of the water when we look straight into it, not at a glancing
// angle
float4 internalColor = float4(0, .1, .15, 1);
// First interpolate water color with reflection from environment
float4 firstlerp = lerp(internalColor, environmentColor, reflectivity);
// Then interpolate with the air to give atmosphere and some haze
return lerp(firstlerp, float4(.1, .1, .1, 1), dist) +
pow(LdotReflectV,200)*float4(.9,.6,.4,0);
}
// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
<!-- *********************************************************************
Shader for the rocks
********************************************************************* -->
<textarea id="rocks" name="rocks" cols="80" rows="20">
// The 4x4 world view projection matrix.
float4x4 WVP : WORLDVIEWPROJECTION;
// positions of the light and camera
float3 lightDirection;
float3 cameraEye;
// Varying time input
float inputTime;
float4 ambient_color;
float4 diffuse_Color;
sampler2D DiffuseSampler;
sampler2D BumpSampler;
// Input to our vertex shader
struct a2v {
float3 pos : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
// Input to our pixel shader and output of our vertex shader
struct v2f {
float4 pos : POSITION;
float2 texcoord0 : TEXCOORD0;
float3 lightVec : TEXCOORD1;
float3 normal : TEXCOORD2;
};
v2f vsMain(a2v IN) {
v2f OUT;
OUT.pos = mul(float4(IN.pos, 1.0), WVP);
// TODO: lightDirection is a constant--no need to normalize each vert
float3 l = normalize(lightDirection);
float3 n = IN.normal;
ambient_color = float4(0.4, 0.4, 0.4, 1);
OUT.texcoord0 = IN.texcoord0;
OUT.lightVec = l;
OUT.normal = n;
return OUT;
}
float4 psMain(v2f IN): COLOR {
ambient_color = float4(0.2, 0.2, 0.2, 1);
float3 n = normalize(IN.normal);
float4 diffuse = tex2D(DiffuseSampler, IN.texcoord0.xy);
float4 diffuseCol = diffuse * saturate(dot(n,normalize(IN.lightVec)));
return diffuseCol + ambient_color*diffuse;
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
<!-- *********************************************************************
Shader for the sun
********************************************************************* -->
<textarea id="sun" name="sun" cols="80" rows="20">
// The 4x4 world view projection matrix.
float4x4 WVP : WORLDVIEWPROJECTION;
sampler2D DiffuseSampler;
// Input parameters for our vertex shader
struct a2v {
float3 pos : POSITION;
float3 normal : NORMAL;
float2 texcoord0 : TEXCOORD0;
};
// Input parameters for our pixel shader
struct v2f {
float4 pos : POSITION;
float2 tex : TEXCOORD0;
};
v2f vsMain(a2v IN) {
v2f OUT;
OUT.pos = mul(float4(IN.pos,1), WVP);
OUT.tex = IN.texcoord0;
return OUT;
}
float4 psMain(v2f IN): COLOR {
return tex2D(DiffuseSampler, IN.tex);
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
<!-- *********************************************************************
Shader for the bridge
********************************************************************* -->
<textarea id="bridge" name="bridge" cols="80" rows="20">
// The 4x4 world view projection matrix.
float4x4 WVP : WORLDVIEWPROJECTION;
// Positions of the light and camera
float3 lightPos;
float3 cameraEye;
// Changing time variable
float inputTime;
// Color for the bridge
float4 lightDiffuse;
sampler2D DiffuseSampler;
float3 bridgeEnd1;
float3 bridgeEnd2;
// Input parameters for our vertex shader
struct a2v {
float3 pos : POSITION;
float3 col : COLOR;
float3 normal : NORMAL;
};
// Input parameters for our pixel shader
struct v2f {
float4 pos : POSITION;
};
v2f vsMain(a2v IN) {
v2f OUT;
// These two could possible be passed in--different wind values
float d_frequency = .5;
float d_scale = .1;
bridgeEnd1 = float3(21,11.3,-50.5);
bridgeEnd2 = float3(23.3,11,-37);
float halfBridgeLength = .5*distance(bridgeEnd1,bridgeEnd2);
float3 displacementVector = float3(0,1,0);
float displacement = sin(d_frequency*inputTime);
float percentFromEnd1 = distance(IN.pos,bridgeEnd1)/halfBridgeLength;
float percentFromEnd2 = distance(IN.pos,bridgeEnd2)/halfBridgeLength;
float d_weight = percentFromEnd1*percentFromEnd2;
float3 newPosition = IN.pos +
d_weight*d_scale*displacement*displacementVector;
OUT.pos = mul(float4(newPosition,1), WVP);
return OUT;
}
float4 psMain(v2f IN): COLOR {
return lightDiffuse;
}
// Here we tell our effect file *which* functions are
// our vertex and pixel shaders.
// #o3d VertexShaderEntryPoint vsMain
// #o3d PixelShaderEntryPoint psMain
// #o3d MatrixLoadOrder RowMajor
</textarea>
</div>
</body>
</html>
|